well, lets say ure using a model
mymodel=theparser(mymodel,{material:myMaterial{);well myMaterial could be myMaterial=new BitmapMaterial(Cast.bitmap (the_class_where_u_have_or_embebbed_the_picture_ure_using_for_material)); well myMaterial have in their attributes the precision propertie, that is used to fix this UV problems. u can make myMaterial.precision=1; and then u call the model with that texture. try it to see if it fix it.
